struct PixelShaderInput
{
	float4 pos : SV_POSITION;
	float2 uv : TEXCOORD0;
};


Texture2D g_BackgroundTexture;

SamplerState BackgroundTextureSampler : register(s0);


float4 main(PixelShaderInput input) : SV_TARGET
{
	return g_BackgroundTexture.Sample(BackgroundTextureSampler, input.uv);
}